Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush.

During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them.

Jungle wizards live in harmony with nature. They're frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings.

Mandar Tamarice

Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like many druids do. This isn't the case; she simply prefers solitude. In fact, she loves some creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master.

Combat Encounters: Mandar attacks the PCs—or leads villagers to attack them—in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange).

Roleplaying Suggestions: Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge.

The tribal seer speaks to hostile spirits and interprets omens that affect her tribe.

Greshek the Sighted

Greshek was trained by her father, the tribe's previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright.

Combat Encounters: Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them.

Roleplaying Suggestions: Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe's survival.

The thunder wizard manipulates sound and electricity to destroy her enemies.

Zuket Amaral

Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn't embarrassed to stare open-mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters.

Combat Encounters: Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants.

Roleplaying Suggestions: Zuket doesn't like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help.

Seductive enchanters use magic so they can enjoy mortal pleasures. This usually means influencing people to give them things. These wizards can be found anywhere they can get the finer things in life. Many of them become connoisseurs of one particular pleasure, going from place to place and scamming people into giving them the rarest gems or pieces from master artists, or coercing kisses from the most attractive nobles.

Vaeleus the Charmer

Vaeleus has a reputation for getting what she wants—fine food, quality wine, even sex. What she can't manage to get with ordinary looks, words, and caresses, she gets by using magic. Many people in whatever town she resides in might consider themselves her greatest lover, best friend, or trusted confidant. Vaeleus has gotten used to her lies and tricks eventually falling apart; she often has to leave town in a hurry when lovers or merchants realize they've been compelled against their will. For Vaeleus, it's a simple enough matter to just find a new town with new targets and new pleasures to experience. She doesn't waste time worrying about the bridges she's burned—after all, those people aren't worth anything to her now.

Combat Encounters: The PCs might fight Vaeleus because she took advantage of one of their friends or allies. If she has really sunken her claws in, though, that friend might take her side and fight against the PCs.

Roleplaying Suggestions: In certain circles, Vaeleus is well respected, and can do no wrong. People might recommend the PCs talk to her for information or contacts. She seems to know everyone, and can pull all sorts of strings for the right fee. Of course, she'd rather just take the fee and not do any work, using enchantments to skip the hard part.

Caracheck the Caustic

Caracheck has always felt an affinity for earth, stone, gems, and digging. Uninterested in serving an earth deity or the druidic power of elemental earth, he wanted to bend living rock to his will and chose an arcane path. Now he uses his magic to locate the earth's treasures and scour away the worthless rock around them. If he can't easily reach a prized vein of ore or gems, he collapses the area around it, preventing others from reaching it and giving him time to improve his extraction skills.

These irreverent illusionists are the bane of humorless adventurers. Their tricks are sometimes mistaken for enemy attacks, and even in dangerous situations, their own amusement comes first.

Miet Silvervein

Miet is an artist who sculpts clay, light, and sound. She is fascinated with the play of light and shadow on physical things, and intensely studies people and objects in order to memorize and understand their shapes and surfaces. She claims that she can create a flawless illusion of anyone she has ever met and anything she has ever touched, and has used her talents for illusion to befuddle, entertain, and confound people for years. She doesn't let herself take anything seriously, even the destruction of her creations—she is comfortable with the ephemeral and impermanent visualizations of her mind's eye, and knows she can always recreate something that was lost.

Combat Encounters: Miet enjoys pranks and often doesn't know when she's pushed things too far. What is innocent play in her mind might be interpreted by the PCs as an attack from a hostile, unseen force.

Roleplaying Suggestions: Miet might volunteer to travel with the PCs (especially if they are famous) so she can study what they look like or examine strange new monsters.

The undead creator dispassionately crafts unlife out of dead flesh and bone.

Tyrek Glodfer

Tyrek's love of necromancy is not due to evil motives or megalomaniacal goals, but rather stems from his clinical view of other creatures as mere objects to be manipulated in either life or death. He is as likely to purchase an unusual corpse from a poor family as he is to raid a graveyard for the parts he needs. Though working with negative energy will eventually corrupt him and turn him fully evil, for now he is an amoral scholar of the thin line between life, death, and undeath.

Combat Encounters: Tyrek is usually found with undead minions he created, allied undead creatures, or death cultists paying him for his services. He rarely believes the stakes of a battle are high enough to get involved, unless he's attacked or his enemies threaten to stop him from continuing his work.

Roleplaying Suggestions: Tyrek is willing to join adventurers if their travels involve strange or new kinds of undead for him to examine or capture for further study. If any of his allies die, he's more likely to examine the corpse, raise it from the dead, or use it for parts than to mourn.

During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey's weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident.

Hiroki Darshan

Hiroki is a lethal sniper. He hunts only lawbreakers and rabble-rousers, and is insulted when called an assassin. His magic allows him to kill or capture dangerous people who evade or overcome common soldiers, but he considers preparation his greatest weapon.

Combat Encounters: Hiroki might target a PC who has broken a law or reneged on an oath. He usually sets an ambush, possibly aided by other mercenaries, in an area he has studied carefully.

Roleplaying Suggestions: Hiroki sells his services as long-range spellcasting support, though he must be convinced the purpose is legal and serves the cause of justice.

Alexi the Stern

Alexi prefers to work alone or in a position of command. He considers few beings to be his equals, perhaps because of the lifetime he's spent compelling obedience or summoning monstrous slaves to do his bidding. He prefers to be blunt and direct, and knows how to ask favors in a way that leaves no question that the request is actually an order.

Radillo

Radillo has always been able to manipulate people with sweet words and subtle promises. Having learned to enforce this with magic, she plays with thoughts for pleasure or power, and has contacts in many cities whose minds belong fully to her.